Some researchers did a study several years ago and found that adding a virtual nose decreased motion sickness significantly. However, I don't think I've seen any developers try this. I wonder if it'd help.
Have they discovered a link between people with big noses and less motion sickness? Imo these are the more important questions that will drive humanity forward
Would be nice if the author had done a bit of research on the specific things that had been done in VR since he tried his DK2 to prevent nausea:
An Oculus DK2, a PC that couldn’t quite run a rollercoaster demo at a high-enough framerate, and a slightly-too-hot office full of people watching me as I put on the headset. Before I’d completed the second loop-de-loop, it was clear that VR and I were not going to be good friends.
For one, non-persistent displays have become the norm. These only show (strobe) the image for a fraction of the frame time and go black in between. Valve discovered that the full 1/90th of a second an image is displayed is enough to induce nausea if the head is moving during that time. So the Vive (and the Oculus Rift) had non-persistent displays.
The stobing effect is so fast you don't notice it.
Elimination of artificial movement is another. The reason Valve focused on games with teleport movement and made a big deal of "room scale" early on was to eliminate the nausea triggers you encounter in other types of experiences.
Valve had an early version of Half Life 2 VR during the days of the DK2, but they removed it as the artificial motion made people sick (myself included).
For many, sims work as long as there is a frame in their field of vision to let their brains lock into that non-moving frame of reference (ex car A-pillars, roof line, dash board, outline of view screen on a ship interior, etc). Note the frame still moves when you move your head, so it's not a static element in your field of view.
Also it helps if your PC can render frames under the critical 11.1ms frame time (for 90Hz displays).
Coincidentally, 90Hz is the minimum Valve determined is needed to experience "presence". Many folks don't want to turn down graphic options to get to this. It's doable in most games even if it won't be as detailed as it would on a flat screen. Shadows is a big offender here.
Resolution isn't as big of a factor in frametimes as detailed shadows and other effects. I have run games at well over 4k x 2.5k resolution per eye and been able to keep 11.1ms frame times.
Lastly, it has been noted that any movement or vibration to the inner ear can for many stave off nausea. This includes jogging in place while having the game world move forward. For many years we've had a free solution that integrates into Steam VR:
Jog in place to make your character move forward in the direction you're facing. Walk normally to experience 1-to-1 roomscale.
I've use the above to play Skyrim VR without any nausea. Good workout too!
For car, flight, spaceflight simulators, a tactile transducer on your chair (looks like a speaker magnet without the cone - or basically a subwoofer without the cone) can transfer the games sound vibrations directly to you and therefore your inner ear and prevent nausea.
I've literally played over 1,000 hours of Elite:Dangerous this way as well as Battlezone VR and Vector 36. All games that involve tons of fast artificial movement.
The main issue is too many people tried out VR cardboard or old DK2 demos with low and laggy framerate, persistent displays, and poorly designed VR experiences and simply write off all VR as bad and nausea inducing.
Edit: added links and trailers to the games mentioned so folks can see the motion involved. The "study" wasn't a proper study. It was a quote from a scientist. No data was given about what headsets or which experiences caused nausea.
I'd go so far as to say 144hz at 144 fps should be the bare minimum. And that's not even factoring in stuff like screen door effect, latency issues, etc etc. All of which play a part.
The Quest 2 has pretty much eliminated the screen door. I've never had any issues at 90/90, but sensitive people might. The higher the better really. I hate saying it, because I despise Facebook, but the headset is actually really good, especially if you use it through Steam Link. Comparable headsets are 2-3x as much money.
It's not that simple though. At any frame rate or frame time, you can still experience the movement disconnect.
Simulating a roller coaster while sitting still will make the brain think you are moving while all other sensory perception says no, and you get nauseous.
Same as sea, air and car sickness, and those all have pretty great FPS.
That's true, but when it drops below 90/90 you're a lot more likely to experience motion sickness from something as simple as looking around. With the higher frame rates, the motion is perceived more naturally by the brain, and you're a lot less likely to become nauseous. For the games more intense movement, where your perceived movement is disconnected from your actual movement, you can get used to it eventually, as long as your system is pushing enough information to your eyes. I have a top of the line gaming computer and I could only play very short sessions of Elite Dangerous when I started, since the perception is that you're in a spaceship that's flipping and spinning all around. After several short sessions, my brain started adapting until I could play for hours on end.
I mean... it's also the fact you can move in the game while sitting down or standing still IRL. The framerate isn't going to affect that inner ear/brain disconnect that causes motion sickness. Get a viable, and affordable, omnidirectional treadmill out and that would be a big help.
If the game, experience, or whatever breaches that minimum frame time frequently, then you can experience nausea just from moving your head around.
It does require some sacrifices like turning shadows down a notch or two in some game engines and choosing additional visual effects carefully. Some visual effects require additional computation passes and can add the the frame time.
A low latency CPU (like the AMD 3D cache CPUs) or a normal mid to high end CPU with fast memory with good timings helps quite a bit.
The GPU should be capable of pushing the pixels and shading for the target resolution. Even with a 6900xt I've been able to comfortably push over 4500x3000 per eye rendering (enough to get a nice anti-aliasimg effect on my Pimax 8kX at the "normal" 150 degree H.FoV) in most games.
Surprisingly, fidelity FX can help as well (the non-temporal version).
If a game uses smooth locomotion, instead of teleportation based movement, I cannot play it without air blowing into my face, or sometimes been at all. Otherwise I have no issues at all
Honestly even the very best VR-only games are only interesting because they are in VR.
Half-Life: Alyx is IMO still the best of those and it can be played outside of VR thanks to mods... But in that case it's a curiosity, not an actual good traditional game.
HLA in VR is incredible though and I wish there were more games like it.
I don't have problems with VR. I sold my Quest 2 cos there are not games like Alyx, which I enjoyed a lot, and that's a pity. I see it going the way of 3D.
I wonder if this 40-70% demographic has actively tried to play it a couple times? My first experience with VR was incredibly disorienting, and yes, made me feel nauseated. But after playing for 2-3 hours across a handful of 15-20 minute sessions (passing it around a few friends for an evening) that just went away. Once the body uses it a bit and learns, even high-movement non-teleport movement games stop being an issue.
I wonder if I happen to be in that upper percent, or if the numbers in question are a matter of people who tried it once in their life and felt sick. Clearly the author has put real time into trying to move past it, but that doesn't say anything for the study he quotes the "40-70% of players are 15 minutes" numbers from.
Heard somewhere that it can get worse if you try to power through the nausea and sickness. Like your body remembers that it made you sick before and wants to actively avoid going through that experience again. So if you start feeling sick, especially when you first start out, stop playing.
Since you're asking for anecdotes: my VR headset consistently made me sick following 30 min to an hour at the absolute max. I still played dozens of times for short spurts, but it never got better for me.
I played VR and had a blast. It was usually the ones that were mounted to the ceiling at a mall arcades. I could play no big deal for hours. My brother in law got a vr headset for Christmas and I tried to use it and got unbelievably sick after 20 minutes of playing it.
I played super hot, some moving zombie game, and that plank game on thw vr headsets at mall arcades with no problem moving around, twisting, and moving fast. I played a stationary puzzle game on my bil's. I dont know what causes the sickness but it was veey bad on his unit. I womder if the suspension at the mall arcades made the difference, rather than having a free roaming headset.
LMFAO, a lot of you guys sound so fucking bitter and I don't understand. I used a Vive years ago and it was so much fun, zero nausea the very first time I played it and I played it for hours. The tech has only gotten better and better. Stay mad. 😂
Edit: Accidentally said Rift when I actually meant the HTC Vive. It was awesome.
There are definitely games that make me more suck than others. But even the "good ones" are kinda weird. Like I can't imagine playing a vr game for an hour or so. That's why i don't even bother anymore
Yeah. I can play Thrill of the Fight with no nausea after several matches. I also didn't get sick from Vader Immortal or other games like Beat Saber or Crisis VRigade. Games where you move in-game but stay still in real life though, I feel like throwing up after a short time.
Big reason why I just never understood why Meta bet the farm on VR/metaverse. Such a stupid move, literally everyone knew that VR wasn't ready for mainstream. The only people willing to get it were tech nerds and some gamers, and really that had nothing to do with the metaverse, it was because they could play games in it.
Until it gets stable and doesn't feel like I'm strapping a brick onto my face, it's not going to happen mainstream. It also can't just connect to a PC, average people don't want to be strapped down to something. And I know, that's a lot to ask, but if you want to base your entire company on VR, those are the hard realities. People want something like sunglasses, not something that feels like duct taping a laptop in front of their face
I disagree. I definitely feel like I'm there with everything scaled up to real size. Like I never really considered how absolutely massive Radroaches from Fallout were until playing Fallout 4 VR.
I've never felt more sick than after trying the VR for the first time. GearVR on Samsung Galaxy S6. Never happened again though, regardless of how much time I spent in.
The main issue on this headset was that I felt like my head was really small, while turning. I think the camera was just rotating on it's own axis, or around a sphere that was way smaller than a human head.
Valve’s “fake Windows Linux device that just runs Windows games without paying Microsoft money – how is this not a violation of Windows TOS”
Valve uses a build of WINE called Proton, not Windows. Microsoft's TOS terms apply to Windows. They don't have anything to do with software that's simply able to run the same binaries.
EDIT: Ah, I looked at your comment history, and it appears to just be trolling, so I assume that this wasn't a serious question.